Project1
标题: 关于图书图鉴脚本求帮助 [打印本页]
作者: 394178110 时间: 2013-9-4 02:02
标题: 关于图书图鉴脚本求帮助
先说下我用这个脚本实现的功能 完成一个任务自动在图鉴里解锁一段介绍 得到一个物品XX风物志 使用后解锁这个物品的介绍
想问怎样可以实现类似敌人图鉴http://rpg.blue/forum.php?mod=viewthread&tid=223640这样的效果 就是有多个分页比如通过任务解锁的介绍放到故事选项里 通过风物志解锁的风景类 放到风景的选项里 一共3个选项就可以了 故事 风景 珍宝 哪位可以帮帮忙非常感谢
#此脚本的关键之处已做了注释,
#请务必仔细阅读
class Window_Information<Window_Base
TEXTHEIGHT=24 #信息窗口中文字行高
def initialize(x,y,width,height)
super(x,y,width,height)
end
def draw_text_bylines(lines,name)
text_x=100
text_y=24
self.contents.clear
self.contents.draw_text(150,0,354,24,name)
for i in 0..lines.size-1
self.contents.draw_text(text_x,text_y,354,24,lines[i])
text_y+=24
end
end
end
class Window_InforCommand<Window_Command
def initialize(x,y,name_array,handbook,face,face_index)
@name_array=name_array
@handbook=handbook
@face_visible=face
@face_index=face_index
@character_rect=Rect.new(0,0,96,250)
@now_index=-1
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
fitting_height(14.3)
end
p
super(x,y)
if @name_array==[]
self.visible=false
else
@information_window=Window_Information.new(160,50,384,366)
end
end
def make_command_list
for i in [email]0..@name_array.size[/email]-1
add_command(@name_array[i],:command)
end
end
def update
super
if @now_index!=self.index
@now_index=self.index
if @information_window!=nil
if @name_array[self.index]!="未解锁"
@information_window.draw_text_bylines(@handbook[@name_array[self.index]],@name_array[self.index])
if @face_index[self.index]!=9
@information_window.draw_face(@face_visible[self.index],@face_index[self.index],0,50)
else
@information_window.contents.blt(0,50,Cache.battler(@character[self.index],0),@character_rect)
end
else
@information_window.contents.clear
@information_window.draw_text(100,0,100,24,"未解锁")
end
end
end
end
def set_character(character)
@character=character
end
end
class Scene_Information<Scene_MenuBase
MAX_ROW_WORDS=14
def initialize
super()
@pages=[]
#--------------------------------------------------------------------------
# ●以下这是这个脚本关键,按说明填数组中的内容
#--------------------------------------------------------------------------
name_array=["初入世道长略试探","缘自起黄家祸横生","小娘子求方救夫壹","小娘子寻方救夫贰",
"小娘子寻方救夫叁","凝香草疗伤显功效","村长愁扰心为乡里","小桑村村外斗野猪","家事多村长寻孙童",
"传情信妖孽思春情","受嘱托除妖寻灵子"]
#说明上面一句是设置npc的名字,名字中不要换行,""
set_name_switches={0=>1,1=>4,2=>5,3=>6,4=>8,5=>10,6=>11,7=>12,8=>13,9=>14,10=>15}
#上面设置每个npc图鉴是否可见所对应的开关,比如把剧毒术士对应7号开关
#可以这样设置“ 1=>7”左边的1表示7号开关对应名字数组中的1号位置即数组中的
#第二项。因为数组的0号位置对应数组的第一项,说以以此类推这样设置。
@hand_book={
"初入世道长略试探"=>"仙途初始风波起,世间苍茫少不了风波异事。话说这宁海县境内的小桑村,突生离奇怪病。不得已请来三清派茂阳道长,前来看个究竟。",
"缘自起黄家祸横生"=>"那茂阳道长追查线索,发现村外有豺出没,此事并不简单。应与村中黄李两家所得怪病有关。",
"小娘子求方救夫壹"=>"不出所料,村中黄妻诉说丈夫自从一次外出后便遭横祸,终日昏沉沉卧床不起。只得她心神不宁,寝食难安。",
"小娘子寻方救夫贰"=>"茂阳子问明缘由,心中变有了计较,于是开出了一个药方,采来小桑村河边的一种凝香草,补气祛毒,活络血脉,救治黄李两家之病。",
"小娘子寻方救夫叁"=>"黄妻当然得知自己夫君有救,喜不自胜,忙不迭的感谢恩人。",
"凝香草疗伤显功效"=>"俗话说远亲不如近邻,李家的长贵还昏迷不醒,黄妻将茂阳子道长之药分出了一半给了李家二嫂,足见两家交情深厚。",
"村长愁扰心为乡里"=>"李二嫂得了药心中欢喜,但想到老村长整日为村里的怪事操心劳神,如今来了能人异士,希望能前去帮他排忧解难。",
"小桑村村外斗野猪"=>" 村外野猪横行,着实令村长头痛,与其等它们伤了人毁了物,不如趁早将它们除去方能安心。",
"家事多村长寻孙童"=>"赶走了野猪,罗村长说村里最近怪事频发,一桩挨着一桩,村里的小孩也不知跑去哪里玩了,罗村长就怕他们被野兽,妖精伤着。",
"传情信妖孽思春情"=>"由于最近怪事连连,村里的孩子都被喝令留在家中。李小瑶本来就胆小,却被罗小虎骗到村外,不成想遇见了妖精,惊慌之中罗小虎跑回了村内,剩下小瑶吉凶未卜。"
}
#以上数组是设置npc的介绍,里面可以换行,如果有英文字母p,则p以后的
#内容会令起一段。,""=>""
face=["RW-01","RW-01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01",
"自定义01"]
#以上是设置npc的头像文件名,在actor文件夹下。可以自己更改
face_index=[0,1,1,0,1,2,3,4,4,5,0]
#以上是设置每个对应头像的文件中具体头像的编号,应为每个头像文件包含
#8个头像,所以要设置一下。,如果你不想用默认头像,应自己的图像
character=["asura","bandit","captain","hero_m"]
#设置人物半身像,半身像文件要放在ballters中,文件名填入以上数组
#注意半身像文件高度不要超过200,宽度不要超过96.
#注意以上数组中的项数一定要相同,比如上面填写的数组每个都是4项。
#--------------------------------------------------------------------------
# ●以上这是这个脚本关键按说明填数组中的内容
#--------------------------------------------------------------------------
@face_visible=[]
@face_index=[]
@name_visible_array=[]
@character_visible=[]
for i in 0..set_name_switches.size-1
if $game_switches[set_name_switches[i]]==true
@name_visible_array.push(name_array[i])
@face_visible.push(face[i])
@face_index.push(face_index[i])
@character_visible.push(character[i])
else
@name_visible_array.push("未解锁")
@face_visible.push("")
@face_index.push(9)
@character_visible.push("")
end
end
@hand_book.each{|key,value|@hand_book[key]=hand_book_tolines(value)}
end
def start
super
create_title_window
create_inforcommand_window
end
def create_title_window
@title_window=Window_Base.new(0,0,544,50)
@title_window.draw_text(220,0,150,24,"风物志")
end
def create_inforcommand_window
@inforcommand_window=Window_InforCommand.new(0,50,@name_visible_array, @hand_book,@face_visible,@face_index)
@inforcommand_window.set_handler(:cancel, method(:return_scene))
@inforcommand_window.set_character(@character_visible)
end
#下面这个函数是脚本关键部分之一,不理解不影响脚本的使用
#这里说明一下:这个脚本的想法是把每个图鉴的字符串分按字数分为
#几个数组,每个数组会画成图鉴窗口的一行字符,9个字为一行,
#所以这个有个问题,即每个图鉴中的文字最好不要超过60个字,否则多余的字会显示
#不出来。
def hand_book_tolines(string)
@inforlines=[]
inforline=""
wordCount=0
lineCount=0
string.delete!("\n ")
loop do
c=string.slice!(/./m)
if c==nil
break
end
if c!="p"
if wordCount<MAX_ROW_WORDS
wordCount+=1
else
@inforlines.push(inforline)
wordCount=1
inforline=""
end
inforline+=c
else
@inforlines.push(inforline)
wordCount=0
inforline=""
end
end
@inforlines.push(inforline)
return @inforlines
end
end
#此脚本的关键之处已做了注释,
#请务必仔细阅读
class Window_Information<Window_Base
TEXTHEIGHT=24 #信息窗口中文字行高
def initialize(x,y,width,height)
super(x,y,width,height)
end
def draw_text_bylines(lines,name)
text_x=100
text_y=24
self.contents.clear
self.contents.draw_text(150,0,354,24,name)
for i in 0..lines.size-1
self.contents.draw_text(text_x,text_y,354,24,lines[i])
text_y+=24
end
end
end
class Window_InforCommand<Window_Command
def initialize(x,y,name_array,handbook,face,face_index)
@name_array=name_array
@handbook=handbook
@face_visible=face
@face_index=face_index
@character_rect=Rect.new(0,0,96,250)
@now_index=-1
#--------------------------------------------------------------------------
# ● 获取窗口的高度
#--------------------------------------------------------------------------
def window_height
fitting_height(14.3)
end
p
super(x,y)
if @name_array==[]
self.visible=false
else
@information_window=Window_Information.new(160,50,384,366)
end
end
def make_command_list
for i in [email]0..@name_array.size[/email]-1
add_command(@name_array[i],:command)
end
end
def update
super
if @now_index!=self.index
@now_index=self.index
if @information_window!=nil
if @name_array[self.index]!="未解锁"
@information_window.draw_text_bylines(@handbook[@name_array[self.index]],@name_array[self.index])
if @face_index[self.index]!=9
@information_window.draw_face(@face_visible[self.index],@face_index[self.index],0,50)
else
@information_window.contents.blt(0,50,Cache.battler(@character[self.index],0),@character_rect)
end
else
@information_window.contents.clear
@information_window.draw_text(100,0,100,24,"未解锁")
end
end
end
end
def set_character(character)
@character=character
end
end
class Scene_Information<Scene_MenuBase
MAX_ROW_WORDS=14
def initialize
super()
@pages=[]
#--------------------------------------------------------------------------
# ●以下这是这个脚本关键,按说明填数组中的内容
#--------------------------------------------------------------------------
name_array=["初入世道长略试探","缘自起黄家祸横生","小娘子求方救夫壹","小娘子寻方救夫贰",
"小娘子寻方救夫叁","凝香草疗伤显功效","村长愁扰心为乡里","小桑村村外斗野猪","家事多村长寻孙童",
"传情信妖孽思春情","受嘱托除妖寻灵子"]
#说明上面一句是设置npc的名字,名字中不要换行,""
set_name_switches={0=>1,1=>4,2=>5,3=>6,4=>8,5=>10,6=>11,7=>12,8=>13,9=>14,10=>15}
#上面设置每个npc图鉴是否可见所对应的开关,比如把剧毒术士对应7号开关
#可以这样设置“ 1=>7”左边的1表示7号开关对应名字数组中的1号位置即数组中的
#第二项。因为数组的0号位置对应数组的第一项,说以以此类推这样设置。
@hand_book={
"初入世道长略试探"=>"仙途初始风波起,世间苍茫少不了风波异事。话说这宁海县境内的小桑村,突生离奇怪病。不得已请来三清派茂阳道长,前来看个究竟。",
"缘自起黄家祸横生"=>"那茂阳道长追查线索,发现村外有豺出没,此事并不简单。应与村中黄李两家所得怪病有关。",
"小娘子求方救夫壹"=>"不出所料,村中黄妻诉说丈夫自从一次外出后便遭横祸,终日昏沉沉卧床不起。只得她心神不宁,寝食难安。",
"小娘子寻方救夫贰"=>"茂阳子问明缘由,心中变有了计较,于是开出了一个药方,采来小桑村河边的一种凝香草,补气祛毒,活络血脉,救治黄李两家之病。",
"小娘子寻方救夫叁"=>"黄妻当然得知自己夫君有救,喜不自胜,忙不迭的感谢恩人。",
"凝香草疗伤显功效"=>"俗话说远亲不如近邻,李家的长贵还昏迷不醒,黄妻将茂阳子道长之药分出了一半给了李家二嫂,足见两家交情深厚。",
"村长愁扰心为乡里"=>"李二嫂得了药心中欢喜,但想到老村长整日为村里的怪事操心劳神,如今来了能人异士,希望能前去帮他排忧解难。",
"小桑村村外斗野猪"=>" 村外野猪横行,着实令村长头痛,与其等它们伤了人毁了物,不如趁早将它们除去方能安心。",
"家事多村长寻孙童"=>"赶走了野猪,罗村长说村里最近怪事频发,一桩挨着一桩,村里的小孩也不知跑去哪里玩了,罗村长就怕他们被野兽,妖精伤着。",
"传情信妖孽思春情"=>"由于最近怪事连连,村里的孩子都被喝令留在家中。李小瑶本来就胆小,却被罗小虎骗到村外,不成想遇见了妖精,惊慌之中罗小虎跑回了村内,剩下小瑶吉凶未卜。"
}
#以上数组是设置npc的介绍,里面可以换行,如果有英文字母p,则p以后的
#内容会令起一段。,""=>""
face=["RW-01","RW-01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01","自定义01",
"自定义01"]
#以上是设置npc的头像文件名,在actor文件夹下。可以自己更改
face_index=[0,1,1,0,1,2,3,4,4,5,0]
#以上是设置每个对应头像的文件中具体头像的编号,应为每个头像文件包含
#8个头像,所以要设置一下。,如果你不想用默认头像,应自己的图像
character=["asura","bandit","captain","hero_m"]
#设置人物半身像,半身像文件要放在ballters中,文件名填入以上数组
#注意半身像文件高度不要超过200,宽度不要超过96.
#注意以上数组中的项数一定要相同,比如上面填写的数组每个都是4项。
#--------------------------------------------------------------------------
# ●以上这是这个脚本关键按说明填数组中的内容
#--------------------------------------------------------------------------
@face_visible=[]
@face_index=[]
@name_visible_array=[]
@character_visible=[]
for i in 0..set_name_switches.size-1
if $game_switches[set_name_switches[i]]==true
@name_visible_array.push(name_array[i])
@face_visible.push(face[i])
@face_index.push(face_index[i])
@character_visible.push(character[i])
else
@name_visible_array.push("未解锁")
@face_visible.push("")
@face_index.push(9)
@character_visible.push("")
end
end
@hand_book.each{|key,value|@hand_book[key]=hand_book_tolines(value)}
end
def start
super
create_title_window
create_inforcommand_window
end
def create_title_window
@title_window=Window_Base.new(0,0,544,50)
@title_window.draw_text(220,0,150,24,"风物志")
end
def create_inforcommand_window
@inforcommand_window=Window_InforCommand.new(0,50,@name_visible_array, @hand_book,@face_visible,@face_index)
@inforcommand_window.set_handler(:cancel, method(:return_scene))
@inforcommand_window.set_character(@character_visible)
end
#下面这个函数是脚本关键部分之一,不理解不影响脚本的使用
#这里说明一下:这个脚本的想法是把每个图鉴的字符串分按字数分为
#几个数组,每个数组会画成图鉴窗口的一行字符,9个字为一行,
#所以这个有个问题,即每个图鉴中的文字最好不要超过60个字,否则多余的字会显示
#不出来。
def hand_book_tolines(string)
@inforlines=[]
inforline=""
wordCount=0
lineCount=0
string.delete!("\n ")
loop do
c=string.slice!(/./m)
if c==nil
break
end
if c!="p"
if wordCount<MAX_ROW_WORDS
wordCount+=1
else
@inforlines.push(inforline)
wordCount=1
inforline=""
end
inforline+=c
else
@inforlines.push(inforline)
wordCount=0
inforline=""
end
end
@inforlines.push(inforline)
return @inforlines
end
end
下面是我弄的游戏 基础系统就差这个没弄好了 我脚本盲,哪位能帮帮我{:2_264:}
作者: 电锤斧王 时间: 2013-9-4 09:24
你问了也是没人回答的,因为这个脚本是我写的。但是我这几天找工作,吃饭都成问题,实在是没心情解决这个
作者: 电锤斧王 时间: 2013-9-4 09:27
你发的链接我看了,你可以用那个脚本啊
作者: 394178110 时间: 2013-9-4 11:04
{:2_276:} 怪物图鉴那个脚本做这个不太合适(我不会改)
作者: 熊喵酱 时间: 2013-9-4 11:20
本帖最后由 76213585 于 2013-9-3 20:44 编辑
http://rpg.blue/thread-216707-1-1.html
可以試試看任務腳本
把相對vacab修改就可以了
然後標題就是日志標題
內容就是文章
選項數量改一下改一下就行了(自己想想看吧!)
然後於是改的新手向一点了 (不是只為了你改的说 所以 用詞 選項數量 那些還是得設定)
=begin
我自己加了一些幫助新手的说明好了.....
用法:
领取任务:$game_party.get_task(任意数字,任务名称,任务描述)
如:前面有事件$game_party.get_task(1,"测试","只是测试")
完成任务:$game_party.finish_task(领取任务时设定的数字)
如:$game_party.finish_task(1)
召唤任务界面:SceneManager.call(Scene_Task)
然後下面可以設定用詞
=end
module Panda
$UNFIN_TASK = "喵" #未完成任务的用詞
$FIN_TASK = "喵" #已完成任务的用詞
$CANCEL = "取消" #退出界面的用詞
$TASK_NAME = "任務" #菜單內任務的用詞
$MEUN_ON = true #是否在菜單中顯示 要的話true 不要的話 false
end
class Task
attr_reader :desc
attr_reader :finished
def initialize(origin_name,desc)
@origin_name = origin_name
@desc = desc
@finished = false
end
def name
if @finished
return @origin_name + "(完成)"
else
return @origin_name
end
end
def finish
@finished = true
end
end
class Game_Party < Game_Unit
alias old_init initialize
def initialize
old_init
@tasks = {}
end
def get_task(i,name,desc)
@tasks[i]=Task.new(name,desc)
end
def have_task?(i)
@tasks[i] != nil
end
def finish_task(i)
@tasks[i].finish if have_task?(i)
end
def unfinished_tasks
n = []
for i in @tasks.values
next if i.finished
n.push(i)
end
return n
end
def finished_tasks
n = []
for i in @tasks.values
next unless i.finished
n.push(i)
end
return n
end
end
class Window_Task_Type < Window_HorzCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0)
activate
end
def window_width
return Graphics.width
end
def col_max
return 3
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
add_command($UNFIN_TASK, :unfinished_task)
add_command($FIN_TASK, :finished_task)
add_command($CANCEL, :cancel)
end
end
class Window_TaskLeft < Window_Selectable
attr_reader :finished
def initialize
super(0,48,160,Graphics.height - 48)
create_contents
@finished = false
[url=home.php?mod=space&uid=370741]@Index[/url] = 0
refresh
deactivate
end
def set_finish(finish)
@finished = finish
set_item_max
end
def item_max
return @item_max != nil ? @item_max : 0
end
def set_item_max
if @finished
@item_max = $game_party.finished_tasks.size
else
@item_max = $game_party.unfinished_tasks.size
end
end
def refresh
set_item_max
super
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
text = ""
unless @finished
if $game_party.unfinished_tasks[index] != nil
text = $game_party.unfinished_tasks[index].name
end
else
if $game_party.finished_tasks[index] != nil
text = $game_party.finished_tasks[index].name
end
end
draw_text(item_rect_for_text(index), text)
end
end
class Window_TaskRight < Window_Base
attr_reader :left_index
def initialize
super(160,48,Graphics.width - 160,Graphics.height - 48)
create_contents
@left_index = 0
@finished = false
refresh
end
def set_index(i)
@left_index = i
refresh
end
def set_finish(i)
@finished = i
end
def refresh
contents.clear
draw_desc
end
def draw_desc
if @finished
if $game_party.finished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.finished_tasks[@left_index].desc)
end
else
if $game_party.unfinished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.unfinished_tasks[@left_index].desc)
end
end
end
end
class Scene_Task < Scene_Base
def start
super
create_task_type_window
create_left_window
create_right_window
end
def update
super
if @left_window.active
if Input.trigger?(:B)
@left_window.deactivate
@task_type_window.activate
end
if Input.trigger?(:UP) || Input.trigger?(:DOWN)
@right_window.set_finish(@left_window.finished)
@right_window.set_index(@left_window.index)
end
end
end
def terminate
super
end
def create_task_type_window
@task_type_window = Window_Task_Type.new
@task_type_window.set_handler(:unfinished_task,method(:view_unfinished_task))
@task_type_window.set_handler(:finished_task,method(:view_finished_task))
@task_type_window.set_handler(:cancel,method(:return_scene))
end
def create_left_window
@left_window = Window_TaskLeft.new
@left_window.set_finish(false)
@left_window.refresh
end
def create_right_window
@right_window = Window_TaskRight.new
@right_window.refresh
end
def view_unfinished_task
@left_window.set_finish(false)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(false)
@right_window.set_index(@left_window.index)
end
def view_finished_task
@left_window.set_finish(true)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(true)
@right_window.set_index(@left_window.index)
end
end
if $MEUN_ON == true
class Window_MenuCommand < Window_Command
alias task_add_main_commands add_main_commands #A
def add_main_commands
task_add_main_commands#A
add_command($TASK_NAME, :task, main_commands_enabled)#B
end
end
class Scene_Menu < Scene_MenuBase
alias task_create_command_window create_command_window#C
def create_command_window
task_create_command_window #C
@command_window.set_handler(:task, method(:task))#B 跟 後面是 D
end
def task #D
SceneManager.call(Scene_Task)
end
end
else
end
=begin
我自己加了一些幫助新手的说明好了.....
用法:
领取任务:$game_party.get_task(任意数字,任务名称,任务描述)
如:前面有事件$game_party.get_task(1,"测试","只是测试")
完成任务:$game_party.finish_task(领取任务时设定的数字)
如:$game_party.finish_task(1)
召唤任务界面:SceneManager.call(Scene_Task)
然後下面可以設定用詞
=end
module Panda
$UNFIN_TASK = "喵" #未完成任务的用詞
$FIN_TASK = "喵" #已完成任务的用詞
$CANCEL = "取消" #退出界面的用詞
$TASK_NAME = "任務" #菜單內任務的用詞
$MEUN_ON = true #是否在菜單中顯示 要的話true 不要的話 false
end
class Task
attr_reader :desc
attr_reader :finished
def initialize(origin_name,desc)
@origin_name = origin_name
@desc = desc
@finished = false
end
def name
if @finished
return @origin_name + "(完成)"
else
return @origin_name
end
end
def finish
@finished = true
end
end
class Game_Party < Game_Unit
alias old_init initialize
def initialize
old_init
@tasks = {}
end
def get_task(i,name,desc)
@tasks[i]=Task.new(name,desc)
end
def have_task?(i)
@tasks[i] != nil
end
def finish_task(i)
@tasks[i].finish if have_task?(i)
end
def unfinished_tasks
n = []
for i in @tasks.values
next if i.finished
n.push(i)
end
return n
end
def finished_tasks
n = []
for i in @tasks.values
next unless i.finished
n.push(i)
end
return n
end
end
class Window_Task_Type < Window_HorzCommand
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0)
activate
end
def window_width
return Graphics.width
end
def col_max
return 3
end
#--------------------------------------------------------------------------
# ● コマンドリストの作成
#--------------------------------------------------------------------------
def make_command_list
add_command($UNFIN_TASK, :unfinished_task)
add_command($FIN_TASK, :finished_task)
add_command($CANCEL, :cancel)
end
end
class Window_TaskLeft < Window_Selectable
attr_reader :finished
def initialize
super(0,48,160,Graphics.height - 48)
create_contents
@finished = false
[url=home.php?mod=space&uid=370741]@Index[/url] = 0
refresh
deactivate
end
def set_finish(finish)
@finished = finish
set_item_max
end
def item_max
return @item_max != nil ? @item_max : 0
end
def set_item_max
if @finished
@item_max = $game_party.finished_tasks.size
else
@item_max = $game_party.unfinished_tasks.size
end
end
def refresh
set_item_max
super
end
#--------------------------------------------------------------------------
# ● 項目の描画
#--------------------------------------------------------------------------
def draw_item(index)
text = ""
unless @finished
if $game_party.unfinished_tasks[index] != nil
text = $game_party.unfinished_tasks[index].name
end
else
if $game_party.finished_tasks[index] != nil
text = $game_party.finished_tasks[index].name
end
end
draw_text(item_rect_for_text(index), text)
end
end
class Window_TaskRight < Window_Base
attr_reader :left_index
def initialize
super(160,48,Graphics.width - 160,Graphics.height - 48)
create_contents
@left_index = 0
@finished = false
refresh
end
def set_index(i)
@left_index = i
refresh
end
def set_finish(i)
@finished = i
end
def refresh
contents.clear
draw_desc
end
def draw_desc
if @finished
if $game_party.finished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.finished_tasks[@left_index].desc)
end
else
if $game_party.unfinished_tasks[@left_index] != nil
draw_text_ex(0,0,$game_party.unfinished_tasks[@left_index].desc)
end
end
end
end
class Scene_Task < Scene_Base
def start
super
create_task_type_window
create_left_window
create_right_window
end
def update
super
if @left_window.active
if Input.trigger?(:B)
@left_window.deactivate
@task_type_window.activate
end
if Input.trigger?(:UP) || Input.trigger?(:DOWN)
@right_window.set_finish(@left_window.finished)
@right_window.set_index(@left_window.index)
end
end
end
def terminate
super
end
def create_task_type_window
@task_type_window = Window_Task_Type.new
@task_type_window.set_handler(:unfinished_task,method(:view_unfinished_task))
@task_type_window.set_handler(:finished_task,method(:view_finished_task))
@task_type_window.set_handler(:cancel,method(:return_scene))
end
def create_left_window
@left_window = Window_TaskLeft.new
@left_window.set_finish(false)
@left_window.refresh
end
def create_right_window
@right_window = Window_TaskRight.new
@right_window.refresh
end
def view_unfinished_task
@left_window.set_finish(false)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(false)
@right_window.set_index(@left_window.index)
end
def view_finished_task
@left_window.set_finish(true)
@left_window.refresh
@left_window.activate
@task_type_window.deactivate
@right_window.set_finish(true)
@right_window.set_index(@left_window.index)
end
end
if $MEUN_ON == true
class Window_MenuCommand < Window_Command
alias task_add_main_commands add_main_commands #A
def add_main_commands
task_add_main_commands#A
add_command($TASK_NAME, :task, main_commands_enabled)#B
end
end
class Scene_Menu < Scene_MenuBase
alias task_create_command_window create_command_window#C
def create_command_window
task_create_command_window #C
@command_window.set_handler(:task, method(:task))#B 跟 後面是 D
end
def task #D
SceneManager.call(Scene_Task)
end
end
else
end
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